Search results for "Pokémon GO"

showing 9 items of 9 documents

Early usage of Pokémon Go and its personality correlates

2017

Pokmon Go is a popular augmented reality mobile game. Players find imaginary creatures by wandering into the real world, which can then be collected and used in combat. In this paper an assessment of Pokmon Go early usage in the Italian community and of its correlates with the Big Five personality traits is given. The resulting profile of early PG player is one of a more Introverted, close person with high agreeability and conscientiousness. Extraversion and Stability are positively correlated with the collection part of the game, while Agreeableness is a negative predictor thereof. Openness is correlated to the level of proficiency. Display Omitted We assess Pokmon Go early usage and its c…

Social networkSettore M-PSI/01 - Psicologia GeneraleAgreeablenessExtraversion and introversionSettore INF/01 - InformaticaCreaturesmedia_common.quotation_subject05 social sciences050801 communication & media studies050109 social psychologyConscientiousnessBig FiveHuman-Computer InteractionPokémon Go0508 media and communicationsArts and Humanities (miscellaneous)Openness to experiencePersonality0501 psychology and cognitive sciencesAugmented realityBig Five personality traitsPsychologySocial psychologyGeneral Psychologymedia_commonComputers in Human Behavior
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Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study

2020

BackgroundDigital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). ObjectiveThis study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. MethodsWe collected data from 262 respondents with a critical incident techniqu…

behavior changedigital gamingpelaaminenComputingMilieux_PERSONALCOMPUTINGaugmented reality gamesInformation technologyT58.5-58.64location-based gamespelitutkimusexergamespervasive gamesPokémon GObehavior change support systempelaajatPublic aspects of medicineRA1-1270käyttäytyminenlisätty todellisuusdigitaaliset pelitJMIR Serious Games
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When value co-creation turns to co-destruction: Users' experiences of augmented reality mobile games

2018

Service-dominant logic (SDL) provides a well-established lens for understanding services as value co-creation processes. However, also value co-destruction can occur in service processes, but the literature on value co-destruction remains scattered and more studies are called for. We address this research gap with a classification of users’ subjective reasoning for value co-destructive experiences while playing the augmented reality (AR) mobile game Pokémon GO. We conduct laddering interviews with Pokémon GO players to uncover their value co-destruction experiences. Employing clustering analysis, we investigate users’ reasoning for value co-destruction experiences, and argue that value co-d…

Pokémon GOtäydennetty todellisuusarvonluontiservice-dominant logiclisätty todellisuusvalue co-creationvalue co-destructionmobiilipelit
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Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games

2021

This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-de…

Computer sciencearvonluontiladdering interviewsaugmented reality mobile gamesvalue co-creationvalue co-destructionPokémon Go (peli)Human–computer interactionpelaajatCo-creationpeliteollisuusAugmented realitylisätty todellisuusValue (mathematics)mobiilipelitkäyttäjätutkimusProceedings of the Annual Hawaii International Conference on System Sciences
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A Personal Values-Based Approach to Understanding Users’ Co-Creative and Co-Destructive Gaming Experiences in Augmented Reality Mobile Games

2022

Background: Understanding how users evaluate their experiences has been recognized as being fundamental to designing services that meet the users’ needs and support the emergence of positive rather than negative value outcomes in service use. Still, the current literature does not explicitly describe how the users’value determination unfolds or how the levels of experienced value could be measured to support service design. We address this gap in the context of augmented reality (AR) mobile games by scrutinizing users’ personal values as a potential basis for achieving such an understanding. Method: Through a qualitative content analysis of 43 in-depth laddering interviews with active Pokém…

value co-creation and co-destructionsisällönanalyysiarvo (ominaisuudet)käyttäjätPokémon Go (peli)arvonluontisähköiset palvelutaugmented reality mobile gamesservice-dominant logiclisätty todellisuuspersonal valuesdigitaaliset pelitmobiilipelit
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Understanding Augmented Reality Game Players : Value Co-destruction Process in Pokémon Go

2017

We conceptualize the mobile game Pokémon Go as a service provider aiming to offer customers value propositions over an augmented reality (AR) platform, where players engage in co-creating value, such as fun, social unity and health. However, playing Pokémon Go can also ensue to value co-destruction through critical service interactions involving e.g. increased mobile costs, trespassing, accidents or assaults. Such could ensue to negative value outcomes, such as frustration, humiliation or unsafety. In order to prevent critical service interactions, it is significant to gain an understanding of value codestruction, which currently remains an unclear concept with a call for empirical studies.…

Pokémon Gopalvelutvaluetäydennetty todellisuuslisätty todellisuusverkkopelitco-creationmobiilipelit
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Utenti precoci di Pokémon Go - un report pilota sulle modalità di utilizzo

2016

Pokémon Go (PG) è una applicazione ludica gratuita per smartphone basata su tecnologie di realtà aumentata e di geolocazione lanciata sul mercato a fine di luglio del 2016 dalla società americana Niantic (Wilson, 2016). Scopo del gioco è trovare creature immaginarie appartenenti alla famiglia dei Pokémon, e per farlo è necessario spostarsi nel mondo reale. Una volta catturate, dette creature possono essere collezionate, allenate, e fatte combattere tra loro

Settore M-PSI/01 - Psicologia GeneraleSettore INF/01 - InformaticaSocial Networks Pokémon Go Big Five
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Behavior change types with Pokémon GO

2017

Digital games1 are one of the most popular entertainment media in the world. Teir allure and widespread popularity makes them an interesting and highly potential platform for behavior change atempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. Te study is based on an online survey sample of 262 Pokémon GO players, collected using the critical incident technique and analyzed using qualitative methods. Te analysis shows that the behavior changes induced by Pokémon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routi…

ta520behavior changedigital gamingaugmented reality games050801 communication & media studiesSample (statistics)computer.software_genreexergamesEntertainmentPokémon GO0508 media and communicationscritical incident techniquebehavior change support systemtäydennetty todellisuus0502 economics and businessta616ta113Multimedia05 social sciencesBehavior changeProcedural rhetoricPopularityprocedural rhetoriclocation-based games050211 marketingAugmented realityPsychologyCritical Incident Techniquecomputerdigitaaliset pelitQualitative researchCognitive psychology
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Pelitutkimuksen vuosikirja 2018

2018

pelitpelaaminenPokémon Go (peli)digital gamespeliteollisuusverkkopelitpelitutkimusdigitaaliset pelitmobiilipelitlautapelitgo (peli)
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